GGA Max
Well-Known Member
If you’ve ever felt the difference in these games and wanted to know exactly why, keep reading, most of this should feel intuitive. Took me a couple hours but I was curious and did some research and number crunching.
Disclaimers:
MKX has more standard movement, Injustice has more of a spectrum… This study is based on averages.
Based on IGAU 1, but probably similar to IGAU 2… Not sure if it applies to MK9
Constants / Similarities / Assumptions (both games):
Findings:
Area of the screen in Injustice ≈ 2 x Area of the screen in MKX
Average male takes up 5% on average of the screen area in Injustice
Average male takes up 10% on average of the screen area in MKX
∴ This means MKX’s normals have twice as much area as IGAU’s normals
Width of the screen in Injustice ≈ 1.5 x Width of the screen in MKX
Close screen width = 5 MKX characters = 7 IGAU characters
Full screen width = 7 MKX characters = 11 IGAU characters
∴ Being full screen in MKX looks the same as being close to you opponent in IGAU
Full screen width = 3 jumps, IGAU = 2 jumps, MK
∴ Jump distance (both games) = 3.5 x width of character
Full screen width = 2.5 dashes, IGAU = 2 dashes, MK
Dash distance, IGAU = 4.4 x width of character
Dash distance, MKX = 3.5 x width of character
∴ Dash distance, IGAU = 1.25 x Dash distance, MK
Side notes / Discussion / Thoughts:
I think more things are unsafe in MKX since the area of attacks is twice as much as IGAU… AKA, your normals cover more options in MKX, which means they’re lower risk, so making them unsafe lowers your reward.
∴ Risk reward is constant in both games
IMO, the specials, mbb3/f3's, and traits in IGAU make up for the lower area on normals.
MKX’s mbb3 would be NJP… which some of them are insane for the screen size
In fact I wouldn’t be surprised if Quan Chi’s NJP = Aquaman’s b3 in area covered
Injustice also has a lot of quick hitting things, F23, FTD, fear blast, interactibles, that are safe and strong tools. They happen to have a lot of block stun, this combination of annoying properties is why armor is a universal mechanic… these moves get blown up by mbb3 xx forward dash xx full combo in a lot of cases.
I should add here that some normals and specials break the aforementioned "less attack area": Sinestro's b12, Nightwing's Flying Grayson, etc.
If I had to guess, universal running would somehow be MK’s counterpart of IGAU’s universal armor… I haven’t put much thought into that but it kind of draws a parallel.
I’m happy most of these came out to pretty whole numbers / fractions, as a designer you do things like that for simplicity.
Conclusion:
All in all, Injustice is the same as MKX, except with a bigger screen, bigger dashes, and universal armor.
Thanks for reading,
Max
PS: @colt grade me?
Disclaimers:
MKX has more standard movement, Injustice has more of a spectrum… This study is based on averages.
Based on IGAU 1, but probably similar to IGAU 2… Not sure if it applies to MK9
Constants / Similarities / Assumptions (both games):
- Average male characters height (about 6’)
- Average width to height ratio 5/12
- Average areas of attacks are proportional to average character size
- 16:9 screen width to height ratio
Findings:
Area of the screen in Injustice ≈ 2 x Area of the screen in MKX
Average male takes up 5% on average of the screen area in Injustice
Average male takes up 10% on average of the screen area in MKX
∴ This means MKX’s normals have twice as much area as IGAU’s normals
Width of the screen in Injustice ≈ 1.5 x Width of the screen in MKX
Close screen width = 5 MKX characters = 7 IGAU characters
Full screen width = 7 MKX characters = 11 IGAU characters
∴ Being full screen in MKX looks the same as being close to you opponent in IGAU
Full screen width = 3 jumps, IGAU = 2 jumps, MK
∴ Jump distance (both games) = 3.5 x width of character
Full screen width = 2.5 dashes, IGAU = 2 dashes, MK
Dash distance, IGAU = 4.4 x width of character
Dash distance, MKX = 3.5 x width of character
∴ Dash distance, IGAU = 1.25 x Dash distance, MK
Side notes / Discussion / Thoughts:
I think more things are unsafe in MKX since the area of attacks is twice as much as IGAU… AKA, your normals cover more options in MKX, which means they’re lower risk, so making them unsafe lowers your reward.
∴ Risk reward is constant in both games
IMO, the specials, mbb3/f3's, and traits in IGAU make up for the lower area on normals.
MKX’s mbb3 would be NJP… which some of them are insane for the screen size
In fact I wouldn’t be surprised if Quan Chi’s NJP = Aquaman’s b3 in area covered
Injustice also has a lot of quick hitting things, F23, FTD, fear blast, interactibles, that are safe and strong tools. They happen to have a lot of block stun, this combination of annoying properties is why armor is a universal mechanic… these moves get blown up by mbb3 xx forward dash xx full combo in a lot of cases.
I should add here that some normals and specials break the aforementioned "less attack area": Sinestro's b12, Nightwing's Flying Grayson, etc.
If I had to guess, universal running would somehow be MK’s counterpart of IGAU’s universal armor… I haven’t put much thought into that but it kind of draws a parallel.
I’m happy most of these came out to pretty whole numbers / fractions, as a designer you do things like that for simplicity.
Conclusion:
All in all, Injustice is the same as MKX, except with a bigger screen, bigger dashes, and universal armor.
Thanks for reading,
Max
PS: @colt grade me?
Last edited: